Developing Water Literacy Education via STEAM and Digitalization
▶Summary
Our main goal was to promote water literacy and sustainable thinking through innovative and interdisciplinary methods. We wanted to create concrete outputs that could be used by teachers, students...
▶Objectives
Our main goal was to promote water literacy and sustainable thinking through innovative and interdisciplinary methods. We wanted to create concrete outputs that could be used by teachers, students, and communities: a mobile application, a STEAM activity book, at least 40 lab experiments, and 40 outdoor lesson plans. By doing so, we aimed to integrate water-related education into daily school practice, making learning both practical and engaging. Another important achievement we pursued was to raise awareness about water scarcity, saving water, and climate change among students, teachers, parents, and local communities. Through field trips, workshops, competitions, and digital tools, we wanted to foster environmental consciousness and responsible citizenship. At the same time, we aimed to strengthen students’ scientific, digital, artistic, and linguistic competences, and to increase their motivation and success, especially for those with fewer opportunities. By cooperating with international partners, we also wanted to enrich pedagogical practices, promote intercultural understanding, and make education for sustainable development a reality.
▶Activities
During the project, we implemented a wide range of activities combining digital tools, STEAM, lab experiments, and outdoor education. Four short-term learning, teaching, and training (LTT) events were organised in Türkiye, France, Romania, and Greece. These included workshops, robotics and coding sessions, art and music activities, labworks, outdoor lessons, and field trips to universities, factories, rivers, and lakes to study water quality and sustainable management. In each country, students worked in mixed groups, created videos, digital outputs, and shared results on social media, the project webpage, eTwinning, and the mobile application. We also held poster competitions, DIY STEAM workshops, and a final STEAM competition. Locally, partners organised water awareness seminars, World Water Day and Environment Day events, dissemination workshops in schools, and meetings with parents, teachers, NGOs, and local authorities. Through these activities, we produced concrete outputs such as a mobile app, a STEAM activity book, 40 lab experiments, and 40 outdoor lesson plans while raising awareness in schools and communities.
▶Impact
Concrete Outputs: 1 mobile application( a game) on water literacy (open to public use) 1 STEAM activity book including all the experiments, steam lesson plans, labworks 40 lab experiment protocols about water 40 outdoor lesson plans about water 1 project website and 2 active social media accounts (Facebook, Instagram) 1 eTwinning group to share the results of the project. Short videos, pictures from field trips, outdoor lessons, and experiments 16 dissemination workshops in partner schools and in local schools 4 DIY STEAM workshops and 1 international STEAM competition 8 Erasmus Days events and activities on World Water Day & World Environment Day At least 16 articles published on school webpage, local press etc.to promote project activities